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Add items to player inventory upon drag start (Fixes #1507)
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@ -38,6 +38,32 @@ namespace MWGui
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mIsOnDragAndDrop = true;
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mDragAndDropWidget->setVisible(true);
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// If picking up an item that isn't from the player's inventory, the item gets added to player inventory backend
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// immediately, even though it's still floating beneath the mouse cursor. A bit counterintuitive,
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// but this is how it works in vanilla, and not doing so would break quests (BM_beasts for instance).
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ItemModel* playerModel = MWBase::Environment::get().getWindowManager()->getInventoryWindow()->getModel();
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if (mSourceModel != playerModel)
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{
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MWWorld::Ptr item = mSourceModel->moveItem(mItem, mDraggedCount, playerModel);
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playerModel->update();
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ItemModel::ModelIndex newIndex = -1;
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for (unsigned int i=0; i<playerModel->getItemCount(); ++i)
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{
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if (playerModel->getItem(i).mBase == item)
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{
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newIndex = i;
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break;
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}
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}
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mItem = playerModel->getItem(newIndex);
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mSourceModel = playerModel;
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SortFilterItemModel* playerFilterModel = MWBase::Environment::get().getWindowManager()->getInventoryWindow()->getSortFilterModel();
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mSourceSortModel = playerFilterModel;
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}
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std::string sound = mItem.mBase.getClass().getUpSoundId(mItem.mBase);
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MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
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@ -132,6 +132,11 @@ namespace MWGui
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adjustPanes();
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}
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SortFilterItemModel* InventoryWindow::getSortFilterModel()
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{
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return mSortModel;
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}
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TradeItemModel* InventoryWindow::getTradeModel()
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{
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return mTradeModel;
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@ -37,6 +37,7 @@ namespace MWGui
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mPreview->rebuild();
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}
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SortFilterItemModel* getSortFilterModel();
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TradeItemModel* getTradeModel();
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ItemModel* getModel();
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